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Returning 33 results for 'showing of realms decrees void'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} psychic damage.
Howling Void. The warlock opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom
saving throw. On a failed save, a creature takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Howling Void", "rollDamageType":"psychic"} psychic damage and is frightened of the
Monsters
Spelljammer: Adventures in Space
neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.
Neogi pirates (and adult neogi in general) mark themselves and those they capture through
and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.
Monsters
Spelljammer: Adventures in Space
damage.
Spellcasting. The neogi casts one of the following spells, using Charisma as the spellcasting ability:
1/day each: dimension door, invisibilityA neogi void hunter is bigger than a typical adult
neogi and often fills the role of captain aboard a nightspider (see the Astral Adventurer’s Guide). The void hunter pledges fealty to one or more stellar entities in exchange for a taste of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.
Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other
ago to conquer and devour creatures in other realms. During this era, they dominated umber hulk;umber hulks and used them to build sleek, spidery ships capable of traversing the multiverse.Enslave
Magic Items
Acquisitions Incorporated
This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two
within 30 feet of you, you gain a +1 bonus to AC.
Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Realms of Gods and Mortals What is the farthest explored point on the known world?” Elspeth asked.
“In the east, beyond the leonin lands, there’s another forest,” Daxos told her. “Larger even than
off the edge and into the void below.”
“My home was beyond your infinite forest,” she said.
—Jenna Helland, Godsend
Soaring above the polis of Meletis in their flying chariot, heroes
of the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Chapter 5: Giant Treasures Working together forged our friendship as well as my beneficent bracelet. Afterward, Diancastra delighted in showing me the glory of the giants across the breadth of the
” provides tables you can use to determine the contents—both valuable and mundane—of a roaming giant's bag. “Relics of Giant Realms” details the variety of valuable treasures left by ancient giants
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
include Chalnefaaz, a community of myconids that bud tiny, wailing faces, and the Bulwark of Secrets, an abbey of guardian nagas who protect dangerous lore. You can use the nodules in the Endless Void
breaker has a challenge rating of 12 (8,400 XP). These squads range throughout the Far Realm. They target not only the characters but also any Far Realms dwellers that have been aiding the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Follow the Map The party has acquired a map showing the location of a secret dwarven stronghold named Khundrukar. Perhaps the characters discovered the map and other lore about the place during a
monsters.
Forgotten Realms. Located northwest of Mirabar in the Spine of the World, Khundrukar was a shield dwarf stronghold that became overrun by renegade orcs from the Many-Arrows tribe, unhappy with
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
detailed history of that item while guiding curious guests to (or away from) it. Sapphire Dragon Art Objects d6 Object
1 A battle standard showing the coat of arms of an ancient realm the
the god to make the first move
3 A large tapestry depicting a bloody battle between two realms of the surface world; the dragon claims it is the tiny dragon embroidered in one corner
4 A
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
this end, his two heads would finally fight to the death, each devouring the other and leaving behind nothing but a void. Cultists. Demons comprise the majority of Demogorgon’s cultists, since he
commands unmatched power in the Abyss. The mere sight of him anywhere in that realm can transfix lesser demons and instantly compel them to do his bidding. In mortal realms, people can fall under his sway
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes
. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC. Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
pockets of vacuum called Wildspace. A group of associated celestial and planetary objects is called a Wildspace system. Wildspace systems exist on the Astral Plane—an infinite void that surrounds all
neighboring planets of the Forgotten Realms. Clownspace, Krynnspace, Xaryxispace, and countless other Wildspace systems populate the Astral Plane.
Some stars in D&D aren’t ordinary astronomical
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
decrees, and who carve their
Own bright pathway through history, greater than all mortal yearnings.
(Seb McKinnon) They were alone on the glassy blue ocean. A waterfall stretched endlessly along the
fill the realms of Theros, a new setting for your Dungeons & Dragons campaign to explore. The roots of Theros lie in the myths of ancient Greece, tales dominated by gods, heroes, and monsters. This
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
who touches it and uses an action to activate it vanishes, leaving the demiplane and reappearing in the closest unoccupied space to where they were before they appeared in the House of Cards. Void
Entrance. The entrance to the Void chamber (area 23) is hidden in this room, beneath the Key card. A character who examines the glowing Key card and succeeds on a DC 22 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
adventure by Randy Maxwell began as an urban sandbox with the characters investigating a thieves’ guild. The guild’s headquarters concealed a temple to Mask, the god of thieves in the Forgotten Realms
single card from the deck. This quickly became a resource-management puzzle: when the players knew one of their number would be imprisoned by the Donjon card, for example, or have their soul separated from their body by the Void card, how did they proceed?
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
companions to her tower, Topolah insists on showing the characters her abode (see “Tour of the Tower” below). If Krux or the characters mention the purpose of their visit (to acquire a map of Doomspace
sill) when the opening disappears is pushed out of the tower a split second before the window vanishes. Tour of the Tower Topolah gives the characters a quick look at each floor of her tower, showing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted
attacks.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage.
Howling Void. The warlock
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rest and recuperate on their journeys. Even during the dark times when Helm ceased showing signs to his faithful, the priests and people at Helm’s Hold kept their doors open and their eyes on the road
in the shadows, growing stronger until they attack. This seemed particularly true of otherworldly threats, such as portals to fiendish realms, evil spirits that seek to possess the living, and the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During
control others, and they don’t comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
wall, showing a large cavern beyond. Two lab tables stand before the rift.
A tall goblin stands in the middle of this room, shouting in Goblin at three shorter companions.
A goblin psi commander
slowly as they hold up suns, planets, and comets. The chamber’s west wall churns with a green-and-silver rift about five feet across showing a corridor intersection beyond. Desiccated creatures
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
nations, a tremendous, forbidding jungle, and all manner of lands destroyed or transformed by magical cataclysms and upheavals. Amid the ruin and the distress in these realms are signs of renewal and
account of its exploits over the previous seasons. Many Dambrathans seek out lycanthropy as a means of showing reverence for their favored deity and honoring their heritage. Elfharrow. A blasted near-desert
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical
the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness. Damn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the task might instead increase each character’s renown by 2, showing the adventurers as effective allies. Meanwhile, the party’s rogue might have looted a box of rare poisons from the dragon’s hoard
network that seeks to expand its influence and power throughout the Forgotten Realms.
The public face of the Black Network appears relatively benign. It offers the best and cheapest goods and services
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
out and wreak havoc on other evil Far Realms creatures throughout the Briny Maze. If the characters wish, 1d4 flumphs accompany each character who succeeds on a DC 13 Charisma (Persuasion) check, to a
Rods. The two rods here create an electric circuit that activates something in the Briny Maze when connected. Lowarnizel believes it to be a doorway; Gossa worries that it’s an alarm. Endless Void. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Bleak Cabal void soother (see Morte’s Planar Parade), offers to heal the characters, asking only that they pay the deed forward. 5 Two out-of-breath githzerai ratcatchers (guards) in pink skullcaps
, research and remove complex curses, and comfort those who have glimpsed otherworldly horrors of sinister realms. Althax Darkfleece (bariaur wanderer with an Intelligence of 17; see Morte’s Planar
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
raid on the surface, the matron of a rival house being struck down by an inexplicable illness, or an heiress to the house being born under propitious omens. DROW TRANCE: ENTERING THE VOID
Drow enter
accurate, since Lolth seems to have little influence in Khyber but the drow there bear many similarities to the Lolth-worshiping drow of other realms throughout the multiverse. On Krynn, Lolth is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Statues and roofs erode in a few decades unless protected by magic or alchemical treatment, and locals often bear scars from exposure to these portals and the deadly realms beyond. Lower Ward Encounters
drifting through the silver void. Some who know of the deteriorating husk claim it’s what remains of Aoskar, while others assert the god lives still. Luminous Arbor. A remarkable tree grows within the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
trodden on, but the scene it shows is still recognizable. A successful DC 10 Intelligence (History or Religion) check allows a character to recognize the scene as showing Torm presenting the Helm of
. Above an empty dais, the wall is covered with a mosaic shaped from colored chips of bone, artfully arranged to depict scenes of funerals, the migration of souls, and the celestial realms. Lettering
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
allowed them to be reborn. While the Sundering saw the other gods of the Forgotten Realms withdraw their direct influence from the world, the Dead Three remained behind in mortal form as quasi-divine
deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal’s schemes is futile. Night Blade
Medium humanoid (human
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hostilities. She then screams into the void, “You almost had me! Nice try, whatever you are!” The characters can also convince Zorhanna to stop attacking them by returning her spellbook to her. The
you can see, is highly unstable. I thought I could keep the diamond safe, but I couldn’t resist showing it off from time to time. I let my vanity get the better of me.” The Entity. “Something alien and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a clear, moonless night.
There is nothing peculiar about the panels. The two doors on the north wall open onto stone balconies that overlook a stormy void (area P13) and offer clear views of the
buttress that spans the void and stabilizes the tower.
If the characters are in a location where they can see the hole in the wall of area P47 on the tower’s second floor, add: Part of the tower wall has
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Peering into the water’s depths reveals thin, pale faces staring back, dark monsters swimming past, and glimpses of distant realms. A creature can wade through the water safely, but any creature that
this room. Through this wall of bars, one can see the palace’s central tower suspended above a stormy void (area P13). The bars can be bent with a successful DC 20 Strength (Athletics) check, creating